You cant string rolls together.
Do you always incur cost when using leg sweep? We could modify the the marvel roll or create a marvelc roll which includes the cost calculation.
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If I'm being honest, I think by the time you've gone to that trouble you already know what the target number for the attack would be. So, while I think the automation would work, because there's another manual step in the process it would actually prolong the resolution of the attack. I really appreciate the idea, but it seems like it wouldn't be worth your while to do that work.
To answer your final question, Karma isn't a must have in the CT (although it's kind of nice to see it at a glance to know which players/characters have that in their pocket for certain things).
Your example will never work because we are referencing [d] and you have put this in [d] but other than that sometimes you have to fully qualify the references like this instead:
[Martial Arts|c]*[Martial Arts|d]+[Ego|a]
Note that this is in the CALC field for [a] and not in [c] or [d]
And this calculation also works
([Martial Arts|c]*[Martial Arts|d]+[Ego|a])/2
I have added a small change to the damage roll in XCore itself - eg not in the Marvel extension.
If you hold SHIFT when rolling it will apply Double damage.
If you hold ALT when rolling it will apply Half damage.
If this is desirable I will roll it out to the other damage rolls.
For the XCore Marvel extension I have added a new roll cmarvel [a]c#
This will deduct # from your n1 field which is useful if you are using n1 as Focus.
Do not use a formula for # just apply the number.
This works. However, there's a small thing where the "big" damage number in the chatbox doesn't reflect that modifier. It does apply the correct amount of damage (double or half) to the target though. Just thought I'd give the feedback, but am THANKFUL for the new implementation.
See attached for an example. Damage dealt was 12 (correct). Note in damage roll indicates the double damage (12), but the larger number (to the right) was erroneously displayed as 6.
For Marvel XCore is it possible to have someone really good here to set up all the coding so that someone such as myself (who's terrible at coding) can simply take that setup and enter my heroes and villains and story entries please. Does someone have a base template campaign they would be ready to share please?
I have a library of all the rolls that I'm working up, but I think sharing that would violate copyright laws as all of the rolls have the rules out of the book implemented. That said, I'm happy to assist with some coding examples.
Here's a quick example to help get you started (see attached image).
Looking at the red annotations:
Daredevil has Attack Stance active, so I added a Temp Melee DMG Bonus of 2 (to reflect the power's effect) and added a Concentration effect to DD on the Combat Tracker for clarity.
Looking at the orange annotations:
Double-clicking the first roll rolls the attack and subtracts the Focus cost at the same time (that's the cmarvel [a]c5 coding that you see).
To determine damage, the player adjusts the middle roll (CTRL+Mousewheel) to whatever the result of the Marvel die was, in this case 5
Then they adjust the third roll (again, CTRL+Mousewheel) for the final multiplier (DD is punching with x2, but Bullseye has -1 for his reinforced skeleton...which is what Matt gets for dropping Bullseye from a highwire). Final result is a x1.
Then double-click that third roll to apply the damage. This works out to be 9 (5 x 1 plus two times DD's Melee bonus, which is picked up from [Melee|a] and [Temp Melee DMG Bonus|a]).
I hope this helps!
I haven't created a lot of villains so far. Where my mind is at that minion type NPCs (e.g., Hand Ninjas, AIM agents, etc.) I'd create as NPCs. Normal "named" villains (e.g. Bullseye, Doctor Doom, etc.) I'd create on a full character sheet and take possession as GM.
That said, I do intend to test using the NPC sheet for full villains. I just don't like that the NPC forms don't have the ordering options that the full character sheets do. So, if I want the Attributes in order (MARVEL) for an NPC, I have to prepend them with numbers (1 Melee, 2 Agility, etc.), which bugs me. :P
hi, how could I use a different color dice in the same dice pool? (in the style of alien RPG stress dice)... Would there be a way to do this without having to code? I'm new to FG and I loved Xcore, because I want to adapt a game that doesn't yet exist in the FGU store... thanks in advance!
It is OK to share a library or export of data such as skills and powers and equipment etc so long as they do not contain copy/paste descriptions from the books - names and values are OK.
It is OK to share NPCs also without descriptions.
You could not share a Reference Manual of the rules.
You could write your own rules summary and include that but nothing copy and paste.
Remind me how you build the pool for Alien (not in FG just in the game rules) and how the dice mechanic works.
At its simplest you could do something like this in formula for [a]:
[a]d6+[b]r6
You put the dice (excluding stress) in [a] and you put stress in [b]
The 3D dice wont show a RED dice but the chat will show the red dice at the end.
Cross posting this from another thread - Trinity Universe support
This is how I would do it in XCore with no code to write outside of some dice macros.
Set up your Attributes and Skills like this:
mod [a]
With the score/value stored in the [a] field
Set up an Action Roll like this:
[getmod]d10s[a]
and put the target number or difficulty in [a]
Build your Pool of dice by double clicking Attributes and Skills as permitted and then adjust the TN if required and double click Action Roll
See screenshot and also see charsheet export.
https://www.fantasygrounds.com/forum...chmentid=61766
I'll try to do that... Everything is still very new to me, but I'm looking for information and watching videos. My friends want to play The Walking Dead, and adapting the sheet using Xcore is to make that wish a reality hehe... Since it's for personal use, I'll try to share something that doesn't infringe any copyright.
Meet my friend Lucille.
https://www.fantasygrounds.com/forum...chmentid=61774
Attachment 61774
Would it be possible to get word wrap for Effects on the Combat Tracker? Marvel Multiverse RPG has a ton of effects and concentrations to track and hard to see as is.
I know I said I just did it to the damage roll but I did actually end up doing it to all 4 of the rolls.
Please test and let me know.
So, I duplicated a power and changed the damagen1 roll to a damage roll. Holding SHIFT for both as I made the roll yields
Damage Roll, works as the damage was doubled (8 damage was doubled to 16 and added as Wound)
Damagen1 Roll, applies flat damage to N1, but isn't doubled as desired. (8 points deducted from the target's N1 field - starting at 60 points of 'Focus' - but it should have had been 16)
Please see the attached image.
Hello, after spending a long time trying to find the right configuration (I know it's something very simple for you, but for me it was a challenge :D ), I managed to configure the attribute and skill tests.
I used the following string for the attribute test:
[a]d6s[6],
For the skill test:
[a]d6s[6]+[ATTRIBUTE|a]d6s[6],
Now, what do you think?
The next challenge will be to configure a stress system that works within this :D ...
Here's a print of how I did it:
Attachment 61781
Hello all
I'm preparing to dive into this madness that is ruleset creation. Gonna be honest, last time I tried any kind of codey stuff was with BASICA. Anyways, I'm looking at trying to automate the Villains and Vigilantes hit matrix (see attached image) and am wondering if somebody else has not already had a go at it. I did a forum search for "Villains" and came up empty but figured I would ask as well.
Attachment 61783
Another step taken, now, after much trial and error, I have configured the first part involving the stress test of skills and attributes.
I used the following string:
[a]d6s[6]+[ATTRIBUTE|a]d6s[6]+[STRESS|a]r6s[6]
here is a print
PS.: My character sheet is in Portuguese, but you can understand it hehe :)
Attachment 61786